Visual + Audio Direction Guide · v1 · 2026.06.08

6741

A browser co-op horror — sensory bible

There are four of you. One of you doesn’t belong.

Style / PS1 · VHS · lo-fi Engine / Unity WebGL Mood / dark · dirty · paranoid Light / flashlight only
North Star

6741 is a house remembered wrong. Everything is human, but slightly off — geometry that almost makes sense, a friend who almost sounds right, a light that almost reaches the end of the hall. We build dread with darkness, silence, and sound, not gore or spectacle. If a single dim bulb and a creak in the next room can scare two people, we have succeeded. Every texture is dirty, every model is low, every frame looks like it was dubbed off a tape that has been watched too many times.

INDEX

The Bible

Five files. Each one is buildable: an artist, sound designer, or AI asset tool should be able to start producing from any page.

01

Overall Art Direction

The visual identity of 6741, in one breath: low-poly bodies, low-res grime, near-total darkness, a single cone of light, and a picture that never quite holds still.

Core Style

PS1-era survival horror filtered through a worn VHS tape. Hard, chunky geometry (300–1,500 tris a character). 128–256px point-filtered textures with visible seams. Affine texture wobble, vertex jitter, and per-frame dithering are features, not bugs — they read as memory degrading. The world is built from a small modular kit so it can be rearranged by the entity between nights.

Horror Visual Principles

Darkness is the main asset

We light almost nothing. The flashlight is the only reliable source. Black space is where the player’s imagination does our work for free.

Almost-right, never-right

Every face, room, and silhouette reads as human until you look twice. Wrongness lives in proportion and timing, not in obvious monsters.

The frame is unreliable

Dither, grain, scanlines and slight chroma bleed sit over everything. The player should never fully trust what the screen shows them.

Dirt tells the story

No clean surfaces. Stains, water damage, scratches and dust carry all the narrative we need — nobody has to read a note.

Readability beats realism

In the dark, silhouette and light-colour identify teammates and threats. If players can’t tell who’s who at 4 metres, the art has failed.

Restraint, then rupture

Long stretches of quiet, dim normality so the rare scare lands like a dropped plate. Spectacle spent constantly is spectacle wasted.

Camera, UI Mood & What to Avoid

Camera / Visual Feel

First-person, ~60° FOV, slight head-bob and breathing sway. Short far-clip hidden by fog so the world dissolves a few metres out. Subtle handheld drift even at rest — the picture is alive and nervous. Heavy depth fog, low-res post buffer (~0.7×) upscaled hard for crunch.

UI Mood

Analog, minimal, distressed. Monospaced, slightly misaligned, like a CRT security overlay. No glossy panels, no rounded cards, no glow buttons. Elements flicker, jitter and occasionally lie when fear is high. The HUD is diegetic dread, not a dashboard.

Avoid Entirely

Photoreal characters · high-poly density · normal-mapped PBR sheen · clean modern UI · saturated rainbow lighting · god-rays and heavy volumetrics · bloom-heavy “pretty” horror · jump-scare spam · readable-in-daylight brightness · anything that says “AAA” instead of “found tape.”

01·b

Colour Palette

Desaturated, cold, and dirty. Two warm signals only: the amber of your own flashlight, and the red of the entity. Saturation is otherwise kept on the floor.

Ground & Bone — the world is built from these

VOID
base black · #0c0f14
SLATE
panels · #1c222b
MOLD
damp green-grey
BONE
text · #e2ddd2

Signals — used sparingly, for meaning only

FLASHLIGHT
amber · safety / you
ENTITY RED
6741 · danger · blood
MOON
cold window light
DREAD
bruise violet · fear

RULE / 90% of every frame is VOID + SLATE + BONE. AMBER only where the player’s own light falls. RED is reserved for 6741, blood, and the skinwalker — never decorate with it. MOON leaks through windows; DREAD violet washes in only as fear rises.

01·c

Lighting Mood

Baked, dark, and cheap. One real-time light per player (the torch). Everything else is darkness, fog, and the occasional dying bulb.

Torchlight

The Cone

Window

Moon Leak

Flicker

Dying Bulb

Method
Baked lightmaps + baked AO + vertex shading. Darkness is free.
Real-time
One spot per player (flashlight) + rare flicker source. No more.
Fog
Depth/distance fog tuned so the world ends 3–5m out. Fog cards for god-ray hints — never true volumetrics.
Colour temp
Interiors cold blue-grey; flashlight warm amber; entity zones bleed red.
Contrast
Crushed blacks, no lifted shadows. If it isn’t lit, it is truly gone.
Flicker
Scripted, rhythmic, paired with an audio buzz. Flicker = something is about to be wrong.
12

UI / HUD Direction

Analog, minimal, distressed — a CRT security overlay scratched onto the corners of the screen. Below are the live component specs, rendered.

▮ JOE
ROOM // STORAGE
KEYS
[A] [ B ]
MEDKIT ×1
VITALS
FEAR
⏻ HOLD [E] — REVIVE BILLY
MAP // REVEALED
BILLY: i found A. where r u
JOE: storage. dont open the loud door
JOE: ...
Health & Downed

A short red bar, no number. At zero it doesn’t empty — it cracks. Downed state desaturates the whole screen to grey and pushes a hold-to-revive prompt only teammates can see above your body.

Fear Indicator

Amber→red bar that breathes. It is never precise; at high fear the bar twitches, the heartbeat thumps the screen edges, and other HUD elements start to flicker and lie.

Keys & Inventory

Two key slots [A][B] and a medkit count. Filled = amber bracket, empty = ghost. No grid, no icons-as-buttons — just stamped monospace text in the corner.

Revive / Escape Prompt

Single line, bordered in entity-red, centre-bottom. “HOLD [E]” with a thin radial timer. The escape prompt is identical but flashes faster as the door countdown runs.

Minimap Reveal

A scratched blueprint that fills in only rooms you’ve entered. Teammates are amber dots; the entity is a red dot that the map sometimes shows in the wrong place.

Menus & Chat

Main menu / lobby / character-select are full-screen CRT boot screens: misaligned mono type on black, a faint hum, a cursor blink. Chat is lower-left, fades after a few seconds, lowercase, intimate.